Great Mandrake

Tiny Plant, unaligned (CR 1)

Armor Class 11 natural armor

Hit Points 44 (8d4+24)🎲

Speed 10 ft.


STR

14 (+2)

DEX

8 (-1)

CON

16 (+3)

INT

4 (-3)

WIS

11 (+0)

CHR

12 (+1)


Skills

Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11

Languages Common

Challenge Rating 1

Actions

Multiattack.

A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Shriek (Recharge 3-6).

Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.


sizeTiny

typePlant

group

alignmentunaligned

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunitiespoison

condition_immunitiesexhaustion, poisoned

cr1

reactions

legendary_desc

legendary_actions

special_abilities

spell_list

page_no260

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document__slugcc

document__titleCreature Codex

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Creature Codex, page no. 260
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